Eye Droid Commander.

This commit is contained in:
Steve 2018-01-26 08:51:07 +00:00
parent 9e9de85e7e
commit 229452e2ea
4 changed files with 401 additions and 1 deletions

View File

@ -23,7 +23,7 @@ OBJS += atlas.o
OBJS += blaze.o boss.o blobBoss.o OBJS += blaze.o boss.o blobBoss.o
OBJS += camera.o combat.o OBJS += camera.o combat.o
OBJS += draw.o OBJS += draw.o
OBJS += effects.o entities.o explosions.o OBJS += effects.o entities.o explosions.o eyeDroidCommander.o
OBJS += frost.o OBJS += frost.o
OBJS += game.o OBJS += game.o
OBJS += hub.o hud.o OBJS += hub.o hud.o

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@ -21,6 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "blobBoss.h" #include "blobBoss.h"
static void activate(int activate); static void activate(int activate);
static void walk(void);
static void tick(void); static void tick(void);
static void changeEnvironment(void); static void changeEnvironment(void);
static int getCurrentSprite(void); static int getCurrentSprite(void);
@ -48,6 +49,7 @@ void initBlobBoss(Entity *e)
e->teleportTimer = FPS * rrnd(4, 6); e->teleportTimer = FPS * rrnd(4, 6);
e->activate = activate; e->activate = activate;
e->walk = walk;
e->tick = tick; e->tick = tick;
e->changeEnvironment = changeEnvironment; e->changeEnvironment = changeEnvironment;
e->getCurrentSprite = getCurrentSprite; e->getCurrentSprite = getCurrentSprite;

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@ -0,0 +1,356 @@
/*
Copyright (C) 2018 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "eyeDroidCommander.h"
static void activate(int activate);
static void tick(void);
static void walk(void);
static void moveTowardsPlayer(void);
static void die1(void);
static void die2(void);
static void selectWeapon(void);
static void attackPistol(void);
static void attackPlasma(void);
static void attackMissile(void);
static void preFire(void);
static void attack(void);
static void applyDamage(int amount);
static int getCurrentSprite(void);
static int brakingTimer;
static int aimedSprite;
static int missileSprite[2];
static int plasmaSprite[2];
void initEyeDroidCommander(Entity *e)
{
initBoss(e);
STRNCPY(e->name, "EyeDroid Commander", MAX_NAME_LENGTH);
e->sprite[FACING_LEFT] = getSpriteIndex("DroidCommanderLeft");
e->sprite[FACING_RIGHT] = getSpriteIndex("DroidCommanderRight");
e->sprite[FACING_DIE] = getSpriteIndex("DroidCommanderDie");
e->flags |= EF_WEIGHTLESS | EF_EXPLODES;
e->health = e->healthMax = 250;
e->walk = walk;
e->tick = tick;
e->activate = activate;
e->applyDamage = applyDamage;
e->getCurrentSprite = getCurrentSprite;
brakingTimer = 0;
aimedSprite = getSpriteIndex("AimedShot");
missileSprite[0] = getSpriteIndex("MissileRight");
missileSprite[1] = getSpriteIndex("MissileLeft");
plasmaSprite[0] = getSpriteIndex("PlasmaRight");
plasmaSprite[1] = getSpriteIndex("PlasmaLeft");
}
static void activate(int activate)
{
self->flags &= ~EF_GONE;
world.isBossActive = 1;
addTeleportStars(self);
playMusic("", 1);
}
static void tick(void)
{
if (self->health > 0)
{
self->facing = (world.bob->x < self->x) ? FACING_LEFT : FACING_RIGHT;
self->reload = (int) limit(self->reload - 1, 0, FPS);
brakingTimer = (int) limit(--brakingTimer, 0, FPS);
if (brakingTimer > 0)
{
self->dx *= 0.95;
self->dy *= 0.95;
}
}
else
{
addSmokeParticles(self->x + (self->w / 2), self->y);
}
}
static void lookForPlayer(void)
{
self->thinkTime = rrnd(0, FPS / 2);
if (rand() % 100 < 5)
{
brakingTimer = rrnd(60, 120);
}
if (getDistance(world.bob->x, world.bob->y, self->x, self->y) > 650)
{
moveTowardsPlayer();
return;
}
if (enemyCanSeePlayer(self))
{
moveTowardsPlayer();
return;
}
if (rand() % 100 < 15)
{
selectWeapon();
}
moveTowardsPlayer();
}
static void selectWeapon(void)
{
if (world.bob->isOnGround || abs(self->y - world.bob->y) > 64)
{
self->weaponType = WPN_AIMED_PISTOL;
self->shotsToFire = rrnd(1, 12);
self->action = preFire;
}
else if (rand() % 4 == 0)
{
self->weaponType = WPN_MISSILE;
self->shotsToFire = rrnd(1, 3);
self->action = preFire;
}
else
{
self->weaponType = WPN_PLASMA;
self->shotsToFire = rrnd(1, 12);
self->action = preFire;
}
}
static void walk(void)
{
self->action = (self->health > 0) ? lookForPlayer : die1;
}
static void moveTowardsPlayer(void)
{
if (brakingTimer == 0)
{
if (world.bob->x < self->x)
{
self->dx -= 0.5;
}
if (world.bob->x > self->x)
{
self->dx += 0.5;
}
if (world.bob->y < self->y)
{
self->dy -= 0.5;
}
if (world.bob->y > self->y)
{
self->dy += 0.5;
}
self->dx = limit(self->dx, -7.5, 7.5);
self->dy = limit(self->dy, -7.5, 7.5);
}
}
static void preFire(void)
{
if (self->reload > 0)
{
return;
}
attack();
self->shotsToFire--;
if (self->shotsToFire == 0)
{
self->walk();
}
}
static void attack(void)
{
switch (self->weaponType)
{
case WPN_AIMED_PISTOL:
attackPistol();
break;
case WPN_MISSILE:
attackMissile();
break;
case WPN_PLASMA:
attackPlasma();
break;
default:
break;
}
}
static void attackPistol(void)
{
int bx, by;
float dx, dy;
Entity *bullet;
bx = world.bob->x + rrnd(-8, 24);
by = world.bob->y + rrnd(-8, 24);
getSlope(bx, by, self->x, self->y, &dx, &dy);
bullet = createBaseBullet(self);
bullet->x = (self->x + self->w / 2);
bullet->y = (self->y + self->h / 2) - 3;
bullet->facing = self->facing;
bullet->damage = 1;
bullet->owner = self;
bullet->health = FPS * 3;
bullet->weaponType = WPN_AIMED_PISTOL;
bullet->dx = dx * 12;
bullet->dy = dy * 12;
bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
self->reload = 4;
playSound(SND_MACHINE_GUN, CH_WEAPON);
}
static void attackPlasma(void)
{
Entity *bullet;
bullet = createBaseBullet(self);
bullet->x = (self->x + self->w / 2);
bullet->y = (self->y + self->h / 2) - 3;
bullet->facing = self->facing;
bullet->damage = 2;
bullet->owner = self;
bullet->health = FPS * 3;
bullet->weaponType = WPN_AIMED_PISTOL;
bullet->dx = self->facing == FACING_RIGHT ? 15 : -15;
bullet->dy = 0;
bullet->sprite[0] = plasmaSprite[0];
bullet->sprite[1] = plasmaSprite[1];
self->reload = 4;
playSound(SND_PLASMA, CH_WEAPON);
}
static void attackMissile(void)
{
Entity *missile;
missile = createBaseBullet(self);
missile->x = self->x + self->w / 2;
missile->y = self->y + self->h / 2;
missile->facing = self->facing;
missile->dx = self->facing == FACING_RIGHT ? 15 : -15;
missile->owner = self;
missile->health = FPS * 3;
missile->sprite[0] = missileSprite[0];
missile->sprite[1] = missileSprite[1];
self->reload = 15;
playSound(SND_MISSILE, CH_WEAPON);
}
static void applyDamage(int amount)
{
self->health -= amount;
if (self->health <= 0)
{
self->health = 0;
addExplosion(self->x + self->w / 2, self->y + self->h / 2, 50, self);
}
}
static void die1(void)
{
self->dx = (randF() - randF()) * 3;
self->spriteTime = 0;
self->spriteFrame = 0;
self->action = die2;
self->thinkTime = 0;
self->flags &= ~(EF_WEIGHTLESS | EF_HALT_AT_EDGE);
self->dy = JUMP_POWER;
if (rand() % 2)
{
playSound(SND_DROID_DIE_1, CH_DEATH);
}
else
{
playSound(SND_DROID_DIE_2, CH_DEATH);
}
}
static void die2()
{
if (self->isOnGround)
{
addTeleportStars(self);
playSound(SND_APPEAR, CH_ANY);
self->alive = ALIVE_DEAD;
updateObjective(self->name);
addDefeatedTarget(self->name);
game.enemiesKilled++;
}
}
static int getCurrentSprite(void)
{
if (self->health <= 0)
{
return self->sprite[FACING_DIE];
}
return self->sprite[self->facing];
}

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@ -0,0 +1,42 @@
/*
Copyright (C) 2018 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "../../../common.h"
extern void initBoss(Entity *e);
extern int getSpriteIndex(char *name);
extern void playMusic(char *filename, int loop);
extern void addTeleportStars(Entity *e);
extern float limit(float i, float a, float b);
extern void addSmokeParticles(float x, float y);
extern int rrnd(int low, int high);
extern int getDistance(int x1, int y1, int x2, int y2);
extern int enemyCanSeePlayer(Entity *e);
extern void addDefeatedTarget(char *name);
extern void updateObjective(char *targetName);
extern double randF(void);
extern void playSound(int snd, int ch);
extern Entity *createBaseBullet(Entity *owner);
extern void getSlope(int x1, int y1, int x2, int y2, float *dx, float *dy);
extern void addExplosion(float x, float y, int radius, Entity *owner);
extern Entity *self;
extern Game game;
extern World world;